"use strict";
cc._RF.push(module, '8d8d2RWlP1Coqs84m843tJg', 'GameBean');
// scripts/bean/GameBean.ts

"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.GamePhase = exports.GameEventType = exports.BlockAnimationState = void 0;
// 方块动画状态枚举
var BlockAnimationState;
(function (BlockAnimationState) {
    BlockAnimationState["NONE"] = "none";
    BlockAnimationState["SHAKE"] = "dou";
    BlockAnimationState["FALL"] = "out";
    BlockAnimationState["RISE"] = "in"; // 上升动画 (0.5s)
})(BlockAnimationState = exports.BlockAnimationState || (exports.BlockAnimationState = {}));
// 游戏事件类型常量
var GameEventType;
(function (GameEventType) {
    GameEventType[GameEventType["WAITING"] = 1] = "WAITING";
    GameEventType[GameEventType["ROUND_WAITING"] = 2] = "ROUND_WAITING";
    GameEventType[GameEventType["SHAKING"] = 3] = "SHAKING";
    GameEventType[GameEventType["FALLING"] = 4] = "FALLING";
    GameEventType[GameEventType["RESTORING"] = 5] = "RESTORING";
    GameEventType[GameEventType["ENDING"] = 6] = "ENDING";
    GameEventType[GameEventType["PLAYER_DEATH"] = 7] = "PLAYER_DEATH";
    GameEventType[GameEventType["PLAYER_DISCONNECT"] = 8] = "PLAYER_DISCONNECT";
    GameEventType[GameEventType["PLAYER_LEAVE"] = 9] = "PLAYER_LEAVE";
    GameEventType[GameEventType["PLAYER_RECONNECT"] = 10] = "PLAYER_RECONNECT"; // 断线重连 - 重新连接游戏
})(GameEventType = exports.GameEventType || (exports.GameEventType = {}));
// 游戏阶段常量 (对应newPhase字段)
var GamePhase;
(function (GamePhase) {
    GamePhase[GamePhase["WAITING"] = 1] = "WAITING";
    GamePhase[GamePhase["SHAKING"] = 2] = "SHAKING";
    GamePhase[GamePhase["FALLING"] = 3] = "FALLING";
    GamePhase[GamePhase["RESTORING"] = 4] = "RESTORING";
    GamePhase[GamePhase["ROUND_WAITING"] = 5] = "ROUND_WAITING";
    GamePhase[GamePhase["ENDING"] = 6] = "ENDING"; // 结束阶段
})(GamePhase = exports.GamePhase || (exports.GamePhase = {}));

cc._RF.pop();